View Full Version : Warden Cure AA's (Possible Bug)
DruidsFire
09-30-2007, 06:40 PM
Alright, so at first glance, they look useless, and for that reason, I don't really know any other Wardens that go down the cures line.I decided to give this a whirl, and see the results. There had to be some catch that made it useful.There is. While this may only be good for the main tank group in a raid, the results I've found are somewhat good. They aren't some super-uber secret or anything, but they do have their uses.The problem is, they seem to be bugged. I'm not totally sure on this, but here is the problem:From the time that I first went down the cures tree, the mitigation bonus on the cures hasn't changed, even though my gear has.This makes no sense, because the mitigation/resistance bonus that is given with the cures is supposedly a percentage. That is another problem. It doesn't explain if the % is calculated from your own mitigation, or the targets. This really needs to be explained in the description.Here is an example:example description of the AA:"7% bonus to elemental resistance when cured."I can't remember what my mitigation was when I bought the AA, but when I last checked, it was something like, 1040 bonus to resistance.example description of the cure abilities:Dispels (so and so) hostile heat and cold effects on target.<span style="color: #00ff00;">Adds 1050 cold resistance for 3 cold attacks.Adds 1050 heat resistance for 3 heat attacks.</span>OK, that's all fine and dandy. Cool, even.*changes gear to have almost no elemental resistance whatsoever*OK, let's check the description again. Dispels (so and so) hostile heat and cold effects on target. <span style="color: #00ff00;">Adds 1050 cold resistance for 3 cold attacks. Adds 1050 heat resistance for 3 heat attacks.</span> Hm. Interesting. My question is this: When is this % based off of? In this example I was testing it on myself. I may respec to see if it calculates the resistance from when you buy the ability. If so, that is extremely exploitable. If anyone can help test this, be my guest. I'd love to throw this on to some dev''s desk, but I don't think that will happen. I would bug report it, but I'm not sure it's a bug. Please, if you have any explanation of this, I'd really like to know. Thank you.
It isn't based on the % of resists you have from gear. When you mouse over a resist on your persona window it says you mitigate XX.X% of X damage from a level 70 opponent. The % the cure AA's add 3% of level 70 damage mitigation meaning it mitigates 3% based on your level not 3% of your current resist number. If you mentor down to 30 it will be 3% based on a level 30 mitigation. Hope this helps, I may not have explained myself very well =(
DruidsFire
09-30-2007, 11:27 PM
So, by what your saying, the Trauma cure(that adds physical mitigation), would give exactly 3% more mitigation, no matter what? I'm trying to figure out what you mean, and it's making sense in a way, but I can't seem to put all the pieces together.If I think of it how I think that you are explaining, uuugh...here's an example.Do you mean that maxxed out elemental cure AA(gives 15% bonus), would increase my resistance by 15%?
DruidsFire
09-30-2007, 11:44 PM
<span class="postbody">So it calculates it off of base mit?OK, so i just took off all of my gear, all of my buffs....and, I know of the Traits, but my resists are as follows:Physical Mitigation(armor): 0 | 0.0%Cold Resistance: 210 | 6.1%Disease Resistance: 385 | 10.6%Divine Resistance: 70 | 2.1%Heat Resistance: 595 | 15.5%Magic Resistance: 280 | 8.0%Mental Resistance: 70 |2.1%Poison Resistance: 210 |6.1%All of this with NO gear and NO buffs whatsoever, at level 70.I'm going to use the Elemental Cure as an example:if it adds 15%(maxxed) elemental mitigation <u>As if it was from 0.0%</u>, wouldn't it add somewhere around 595? The cure adds exactly 1050.Could someone bring in some numbers/functions/equations for this?</span>
its 3% of how ever many points it takes to gain 3% resists at your level. its based off of a set amount, but I haven't experimented enough with it to give you any numbers or equations.You could try mentoring down level by level and see how much the resist bonus is at each level and figure your own rough estimations that way.
Bladesss
10-11-2007, 05:01 PM
<p>Part of the problem is the text in the AA screen popup does not match the in game effect.</p><p>My cure trauma AA screen popup (w/5 ranks) says it adds 7.5% to physical resistance.</p><p>But the hotbar icon says that it adds 525 to my physical mitigations. That would be adding 19% of my current (2816) mitigation. And when I click the icon this is how much it really adds. </p><p>Note that ‘Enhance : Verdent Gasp AA screen does not give any spacifics, but if you take the Enhance: Verdent Gasp AA, it does the same thing. The hotbar icon says that it will add 525 to physical mitigations and when cast, it does, and it stacks with cure trauma to add 1K to mitigation for a short while.</p><p>The other cures also don't exactly match the write-ups either. My cure arcane (5 ranks) says it will add 15% to my arcane resists, but the hotbar icon says it is adding 1050 and it does, that is 18% on my char. </p><p> In both cases the in game effect is somewhat better then the AA box writeup. (I tested these on other ppl and the effect is the same)</p><p>So for a hard raid pull.</p><p>Sandstorm adds about 1K avoidance (but eats mana)</p><p>Enhance : Verdent Gasp and cure trauma before the pull adds 1K mit for 4 hits</p><p>Natures regrowth before pull gives the MT 2 prevent deaths (AA enhanced)</p><p>Chloroblast and Bliss then recast cure trauma. Heals and Turane watch as needed.</p><p>Keeps the MT alive for the first 20 sec of the pull, while the rest of the raid gets the mobs debuffed and starts killing any adds. </p><p>Talonstrike</p>
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